better placement for ensuring graving vanishes
This is better placement for making the original engraving vanish when told that it vanishes; helps to ensure that it isn't showing for any next steps. also, a warning bit
This commit is contained in:
+16
-9
@@ -1066,12 +1066,28 @@ doengrave(void)
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rloc_engr(de->oep);
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rloc_engr(de->oep);
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de->oep->eread = 0;
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de->oep->eread = 0;
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de->oep->erevealed = 0;
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de->oep->erevealed = 0;
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/* The old engraving indicator is probably still showing
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* if, for example, the hero is invisible. Get rid of it
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* right now, if the player has already been told that
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* it vanished.
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*/
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if (de->hero_told_it_vanished)
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newsym(u.ux, u.uy);
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de->disprefresh = TRUE;
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de->disprefresh = TRUE;
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de->oep = (struct engr *) 0;
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de->oep = (struct engr *) 0;
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}
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}
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if (de->dengr) {
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if (de->dengr) {
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del_engr(de->oep);
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del_engr(de->oep);
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de->oep = (struct engr *) 0;
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de->oep = (struct engr *) 0;
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/* The old engraving indicator is probably still showing
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* if, for example, the hero is invisible. Get rid of it
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* right now, if the player has already been told that
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* it vanished.
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*/
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if (de->hero_told_it_vanished)
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newsym(u.ux, u.uy);
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de->disprefresh = TRUE;
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de->disprefresh = TRUE;
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}
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}
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/* Something has changed the engraving here */
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/* Something has changed the engraving here */
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@@ -1177,15 +1193,6 @@ doengrave(void)
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de->adding = (de->oep && !de->eow);
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de->adding = (de->oep && !de->eow);
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doengrave_ctx_verb(de);
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doengrave_ctx_verb(de);
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/* The old engraving indictor is probably still showing
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* if, for example, the hero is invisible. Get rid of it
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* right now, if the player has already been told that
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* it vanished, before proceeding with a new engraving.
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*/
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if (de->hero_told_it_vanished)
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newsym(u.ux, u.uy);
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/* Tell adventurer what is going on */
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/* Tell adventurer what is going on */
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if (de->otmp != &hands_obj)
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if (de->otmp != &hands_obj)
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You("%s the %s with %s%s.", de->everb, de->eloc,
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You("%s the %s with %s%s.", de->everb, de->eloc,
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@@ -1085,6 +1085,7 @@ shop_keeper(char rmno)
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level_status.making, level_status.loading,
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level_status.making, level_status.loading,
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level_status.shkready, level_status.ready);
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level_status.shkready, level_status.ready);
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#endif
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#endif
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nhUse(hmm);
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}
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}
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}
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}
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return shkp;
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return shkp;
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